[CONAN] GM's Closet

-- FLYING RULES --


If you ever find yourself in need of rules to help you govern movement in three dimensions, look no further than page 127 of The Scrolls of Skelos. So, the next time the hero in your game leaps onto the back of some pre-historic bird, chasing the bad guy, these rules will help you govern the chase through the clouds.
 
-- DEFENSE --



FLATFOOTED

Flatfooted in this game does not mean "completely defenseless". To the contrary, a flatfooted individual still has quite a bit of defense--as much as the average person in a fight. All flatfooted means is "slow to react".

Every character's base defence is AC 10 (unless DEX is 9 or less, in which case the DEX penalty is applied to lower the base defense). The average person is DEX 10 or DEX 11, with STR 10 or STR 11, either resulting in a +0 modifier. Thus, for the average person, the following applies--

Base Defense: AC 10

Parry Defense: AC 10

Dodge Defense: AC 10

It's all the same.





FLATFOOTED CHARACTER STILL DODGE AND PARRY -- THEY JUST DO IT SLOWER THAN NORMAL

Heroes have higher STR and DEX scores, giving them bonuses to Dodge and Parry--making those AC values higher than Base Defense. The term "flatfooted" only means that a character is using his Base Defense, not his increased Dodge or Parry defense. In reality, the flatfooted character is still dodging and parrying. He's not just standing there, waiting for you to hit him. The difference between a parrying character with STR 14 (+1 modifier) and the same character that is flatfooted is only 1 point of defense. His Parry AC is AC 11, while his flatfooted AC is AC 10.





SECURED CHARACTER THAT CAN STILL MOVE A BIT

Now, consider a character that has his hands and feet tied, but he's hopping around--still able to defend himself just a little bit. He cannot parry at all, but he has limited ability to dodge blows. This charcter cannot benefit at all from his DEX. Looking at the chart, DEX 0 has a -5 modifier. Thus this character's defense is AC 5. That's a heck of a lot lower than the character's flatfooted state.

If you sneak up on an enemy, and he has no idea that you're there, then he's effectively flatfooted. He's AC 10. But, if you bind his hands, legs and feet, but still allow him to hop around a bit, he's AC 5. AC 5 is, in many cases, an automatic hit--or close to it.

In my game, if I chain a character by the neck to a wall, giving him a little bit of length with which to move, this is when I would use the DEX 0 rule. Another time might be when characters are shackled to the wall but can still use their feet. When to use this rule is up to the GM.





TIED UP CHARACTER THAT CAN'T MOVE AT ALL

Let's go a step further and tie the character up so that he can't move at all. If a character can produce no defense at all, then he can't Parry, he's considered to have DEX 0 and the -5 modifier, AND a he suffers a -4 defense penalty, making the tied up character, effectively AC 1. The only way this character will not be hit is if he gets extremely lucky and his foe rolls a natural 1 on the attack throw (which is always considered a miss). Otherwise, it's an automatic hit.




UNCONSCIOUS CHARACTERS

Sleeping characters and characters that are completely helpless can have a Coup de Grace put on them. When this happens, any attack automatically hits (no roll needed), and the result is an automatic Critical Hit. AND, even if the character survives the attack, the character must still make a Fortitude Save at DC 10 + Damage or be slain.





A REVIEW OF DEFENSE

AC 10+ .... Dodge Defense is 10 + DEX modifier
AC 10+ .... Parry Defense is 10 + STR modifier

AC 10 ... Flatfooted. The character cannot use his Dodge or Parry bonuses, but he is still considered dodging and parrying with his base defense.

AC 5 ... Secured character that cannot Parry at all and has limited ability to Dodge.

AC 1 ... Secured character that cannot move at all. Attacks are automatic except for a natural 1 on the attack throw.

AC 0 ... Sleeping or Unconscious character. Attacks are automatic, damage is always consisered a Critical Hit, and the character must make a Fortitude Save at DC 10 + damage or die.





- VARIANT RULE - GETTING THE DROP -

A variant I use in my game is a version of the Coup de Grace unconscious rule above plus the DEX 0 modiifier. I use this in a situation when one character "has the drop" on another. A situation where a character has the drop on a character is that when a guard has a leveled crossbow at a prisoner. Or, when a thief sneaks up behind a target and slips his blade beneath the target's throat. Both of these situations are examples of when one character has a great advantage over the other.

For this rule to work as intended, I consider the target to be AC 0. That is, the character is AC 5 due to the DEX 0 -5 penalty.

If a hit is made, then the damage is automatically Critical damage.

Thus, if a guard has a prisoner "covered", then the prisoner is considered AC 5 and any shot that hits is considered Critical. In order to "cover" a character, a melee weapon must be stuck in his back, or a nocked bow or crossbow must be leveled at the character from no less than 30 feet away (usually 15 feet).

Use common sense. A sling cannot be used to "cover" someone, but a crossbow can. A dagger or spear must be shoved in the back of the covered character, but a Javelin cannot be used. A nocked bow pointed at a target can cover that target, but holding a nocked bow is an exercise in strength and usually cannot be done for more than a few combat rounds.

"Covering" a character will make your players respect any who have a dagger at their throats or a crossbow leveled at them.







- ANOTHER VARIANT DROP RULE -

I sometimes play around with the "covered" rule. One other method I've considered is to give the character with the drop on another a +4 to his Critical Threat range, but otherwise play the game normally. Thus, if a guard is covering a prisoner with a crossbow, then his Critical Threat range with the crossbow is a natural 15+. This means, if a 15 or better is thrown for attack, the crossbow gets double damage (4d6 damage), increasing the chance that 20+ points will be delivered from a single attack, which will trigger the Massive Damage Rule (roll Fort Save or die).

I haven't used this rule in a while, and as I write this, I think I like this second variant better.





- YET A THIRD VERSION OF THE VARIANT DROP RULE -

This is another version of the variant above. Instead of a flat +4 modifier used to increase Critical Threat range, this rule will tie the bonus into the user's experience. The Critical Threat range increase is equal to the character Base Attack Bonus.

Thus, a 1st level Soldier that has the drop on Conan will increase the weapon's Critical Threat range by +1. A 1st level Thief, though, has a BAB +0, which means his Critical Threat range bonus will not kick in until Level 2 when the Thief has seen more action and is more experienced.

A 5th level Soldier has a BAB +5, and thus, when the Captain of the Guard has someone covered, his Critical Threat range is increased by +5. He just needs to roll a natural 14 or better in order to roll a Critical Hit and get a chance at rolling enough damage (20+ points) to trigger the Massive Damage rule.
 
-- SECRETS OF SKELOS --



The cover for Secrets of Skelos is among my favorite covers for this rpg.

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-- FEMALE CHARACTERS --



The Hyborian Age is dominated by men. Rarely will you see a woman, armored-up, swinging a heavy sword in battle, keeping their own, right next to the men. It happens, sure. But, it is rare. Valeria comes to mind--both incarnations of her (from Howard's story Red Nails and the more battle oriented thief from the 1982 movie). Even then, it can be argued that Valeria (either version) is more of a finesse fighter than she is a strength fighter. And, Red Sonja may be thought of. But, I'll remind you that Sonja's power is imbued in her by her goddess. Sonja's power is not natural.

I don't advocate using any type of modifiers for female characters. The same 4D6, drop the lowest, total, and arrange to taste process should be used for female and male characters in this game. What I will say, though, is this: Once you've rolled your six stats, consider putting the lowest roll in STR if playing a female. This thinking will keep the gritty reality edge on your game that is a common part of the atmosphere of the Hyborian Age.

For example, in my newest Conan campaign, I've just had a player get extremely lucky with the dice and roll some very high stats: 16, 16, 15, 15, 14, 9. He considered playing a female thief along the lines of Valeria from the 1982 movie. Looking at those stats, we both agreed that the 9 or the 14 should be assigned to STR, but DEX and INT should definitely get the two 16's.

The player kept debating about going with the below or swapping out STR and CON.

STR 9
DEX 16
CON 14
INT 16
WIS 15
CHA 15



The interesting thing about the Conan RPG is that there is an entire character class devoted to the strength of females. Since the fairer race is typically less physical than their male counterparts, some women have learned to overcome this obstacle by focusing on other powers at their command--with the power of their sex not the least of these. In the Conan RPG, the Temptress class was added to the first edition as a secondary character class in a support book but then was made an official core class in the second edition.

If you are currently watching or reading the Game of Thrones saga, then the Red Witch, companion to Stannis Baratheon, is certainly a Temptress class. Cersei Lannister, too, would probably be classed as a Noble/Temptress multi-classed character.

Temptresses are manipulators. They play games behind the scenes, toying with people's loyalty to them, often imprisoning a strong male with their sex.

It takes a strong role player to play a Temptress character well, but in the hands of a competent player, the experience can be like few others in any other role playing game. It can be quite rewarding.



Are there physically strong women in the Conan RPG? Sure. Their can be. And, if what I've said above sticks in your craw, then ignore it and play your game any way you think best. Besides, this is a fantasy based roleplaying game. Really, anything goes as long as you and your players accept it.

If you want to have a Brienne type character from Game of Thrones--a warrior woman capable of defeating most other men, then so be it! In the 2011 movie, the background shots of Khalar Zym's army featured what some speculate to be one-eyed Amazon warriors--all females (though they were archers). If it's cool, and you like it, then put it in your game.
 
-- VALERIA --



Check out this clip from 1982's Conan The Barbarian. YouTube Video Clip - Clicky, clicky.



At 2:32, Valeria uses the feat Cleave that allows her a second attack on the second foe as she downs the first foe. Notice that she doesn't take a five foot step. The second foe comes to her. On a grid, these two would have just approached Valeria using a double move, putting them in base-to-base contact with the thief. The shifting you see Valeria do is her re-positioning she does to attack the second foe at the new angle. She doesn't move from her square on these attacks.

At 2:46, Valeria uses her standard action to taunt the two new foes. In game terms, she's using the Demoralize Other function of the Intimidate skill. The GM gives her a +2 bonus because the two foes have just seen her quickly dispatch two of their comrades. The GM gives her an additional +2 bonus on the demoralize check due to the black woad she wears, making her a fearsome, intimidating opponent, indeed. That's a total +4 modifier to her check. And, from her one of her foe's hesitation, it looks like her check succeeded on the one, but not both foes. The foe that hesitates and allows his companion to attack is -2 to all attacks and checks due to the intimidation (in spite of the fact that the GM also gave the foes a +2 on their check to resist the demoralizing attempt since they outnumber Valeria). The other foe--the one that moves to attack Valeria--made his check to resist the attempt.

At 2:51, Valeria uses the combat maneuver called Use The Battlefield (see page 212 of the Core rulebook). She makes DC 20 Tumble check, and with its success, she gains a +2 attack bonus on her target. In the video, you see her take a couple of steps, jump, and push off the wall to come down on her enemy, just gaining the bonus. As a woman, Valeria's STR is mostly likely around STR 13 or so. I'd put her at STR 14. To increase her attack bonus, she relies on maneuvers like this in order to put her full weight behind the thrust of her sword.



Examples of....

CLEAVE

INTIMIDATE, DEMORALIZE OTHER

USE THE BATTLEFIELD TUMBLE
 
-- BY THE HILT! --



An oath, taken quite seriously by men who live by their sword, is made by taking or accepting an oath by the hilt. If a mercenary, brigand, pirate, or other such man of war swears by his hilt, it is very likely that oath will never be broken.

"Aye, by Mitra! Conan is right, lads," said Ivanos, "he's our lawful captain."

"Then swear it," the barbarian answered, "swear it by the hilt."

- Iron Shadows in the Moon, adapted in the Savage Sword of Conan The Barbarian
 
-- Hyborian Age Details --



GM's, I encourage you to create! Add-on and grow your version of the Hyborian Age. Don't just rely on what you see in the game supplements or have read in Conan books and comics. Make the world your own. Robert E. Howard gave use a fairly good look at the Hyborian Age, but there is a lot of room for your own creations. For example, during my first Conan campaign, I had a picture in my head of these large, inter-twined trees that grew close together so that their large limbs would grow into each other. I called these Thicket Trees, and I wanted to eventually develop (though I never did) a clan of Cimmerians who lived among these trees. They would live in tree houses, in these thicket groves that would wind around Cimmeria's rugged terrain, filling in some valleys. I thought about going a step further and giving these Cimmerians a reason for living in the tops of these trees by putting some beastie way down at the bottom in the valley. I did use the Thicket Trees in my game, but I never did develop the idea fully. Some Conan purists might balk at this idea, but who cares! It's my game (mine and my players'), and wanted to put a tad bit of fantasy into my dark and grim Hyborian Age. Why do all Cimmerians clans have to be like Conan, anyway? Can't there be a bit of variation--something different about a different clan? I thought so.

Now, with my new game, I'm setting it in Argos. I keyed in on the word "Shaipur" that was used in the 2011 film a couple of times (the Shaipur Monastery, the Shaipur Outpost, and the Shaipur Ravine). Using nothing but my own creative juices, I've decided that, in my campaign world, Shaipur is a region in southeastern Argos on its border with Shem. This area has been conquered in the past by the Shemites, but Argos has since reclaimed the land. This, in my game, is the reason the abandoned Shaipur Outpost exists.

I also noticed, in that movie, that both Khalar Zym and his daughter, Marique, have very high foreheads. And, this made me consider the different ethnic groups of Argos.

Conan+The+Barbarian+5.jpg


In a game set during the Hyborian Age, you don't have various flavors of elves and dwarves and halflings to interest your players. What you can do, though, is create some different flavors of human for your game. And, you can get quite creative with this. Robert E. Howard has set a precedent for this. There isn't just one flavor of Aquilonian. There are several different peoples from that expansive kingdom. There's Gundermen and Bossonians and those from the southern region of Pointain. And, this isn't the only example that you'll find in Howard's works and the pastiches. In Howard's story, The Devil In Iron, a Yuetshi fisherman is featured. The Zuagir are a Shemitish Nomadic tribe roaming the Great Desert. The Asshuri are another Shemitish tribe of people. There are more examples if you dig deep into the various Conan stories.

So, instead of just going with the macro races in your game, why not invent some separate ethnic groups for your players to discover as they get to know a location?

In my Shaipur region of Argos, I've think back to the high foreheads of Khalar Zym and Marique in the picture above, and I've decided that these people are called the Laden. Not all ethnic groups are discernible physically, but the Laden certainly are (just look at those pics!) Today, the Laden are a gypsy like folk inhabiting the Shaipur region. They're a mixed-race lot, combining both native Argossean and Shemitish blood. They are the result of Shem's control over the region. This makes Khalar Zym a man who rose up from one of the poorer Argossean peoples to become a powerful warlord.

The interior of Argos is really a union of Dukes and Barons who have banded together under for mutual protection. Technically, the King is lord over all, but practically, the nobles of the kingdom's interior are quite powerful. In some respects, each Duchy or Barony is ruled as if it were its own small kingdom within the larger agreed upon kingdom of Argos. One of these lands that meshes against the Shaipur (the Shaipur is not like the rest of the Argossean interior--it's not a region ruled over by one lord) is the Falcon Barony (whose nobles were sympathetic to Khalar Zym after his rise to power in Shaipur). The serfs in the Falcon Barony are hard working, honest people called Croats.

The nobility in Argos is generally of another race (the smallest in population) called the Wailser. This bloodline is usually jealousy guarded against mixed-breeding, and the trueblood Wailsers are dying out.

The Griko are a people of poor fishermen of the coasts, but they are regarded as a step above the Croats. And, then, there are the Mojh. These are a Shemitish people who conquered Shaipur.

If you are at a loss for names or ideas for different peoples, you can always use the net. That's what I did to come up with some of these names. Though my versions have nothing in common with the real ethnic groups, many of the names I used above are real Italian ethnic peoples. I just went and found a wiki on this.

I was thinking, too, that adding touches like this to the part of the world where my campaign will be set not only makes the place more believable as a real region of a kingdom for my players, but it also helps when converting standard D&D adventures for use in my Conan game. I can make every bugbear I find, for example, a Mojh. When I see goblins, I'll make them Croats.

And so on.

To anybody else, a Croat or a Griko or a Wailser are all Argosseans, but to an Argossean, a Croat is a Croat. A Griko is a Grikio. And a Wailser is a Wailser.
 
-- ADVENTURE IN ARGOS --



I am starting a new game set in Argos. This is a short blurb I wrote (actually, sent it over text so that they can be thinking of the game while they're at work!) in order to orient the characters to the first scene that we will play. My last campaign centered around a clan of Cimmerians and their village. The PCs had a lot of support in the way of relatives, villagers, and clansmen warriors. This game, I want to change the opening direction. The PCs will start with nothing but what they have on their backs. And, I have no grand story in mind. I'm going to run this one old school. I'm just going to plop the players into the game world and see where they go.

You can see in the note I sent them below that I've shut off all support that any of the characters might have. Later, as the game progresses, I might add in NPCs from a character's past, but if that happens, it will happen organically. The players will follow their nose. I will try to accommodate their whims. Soon, I believe a story will emerge--just like it did in the old days of playing D&D.

Here's how I'm setting up the first game session. Each player has already created his character and background. Yuri of Raeve is one of the PCs. You can read about him up thread a bit. I'm going to start the game with the PCs, none of them knowing each other, a mile or two outside of town. They will be with a large group of refugees that have just left Raeve. The thinking is that there's safety in numbers.

I'll have a number of NPCs to play with--the other refugees. This first part will be a bit tricky, because I can't predict what the players will do. But, my first goal will be to get the PCs to encounter each other and somehow decide to travel together. Sometimes, the players will help you do this, and sometimes they won't. I've got some real roleplayers in this group, so I can definitely see them not joining the others unless they have a real reason.

Of course, I've got a couple of "real reasons" in my back pocket. I'll have all the PC camp close to each other--and walk close to each other in the refugee group. I've got a pack of desperate people who have all that they own on their backs. One thought I have is to put some NPC ruffians together and have them attack whichever PC has not found a reason to join the other PCs. The other PCs, hopefully, seeing the lone PC get his butt kicked, will try to help him. If not, the ruffians will beat the heck out of the lone PC and strip him of everything he's got. Pretty soon, the lone PC will have his reason to team up with somebody. He'll need food and weapons and somebody to protect his back when he sleeps. The NPCs that he encounters will either not have anything to do with him or will be so weak as to not be of any help (like an old farmer, his wife, mother, and kids). I'll just have to play all this by ear, but I think, eventually, the PCs will all find each other.

With that accomplished, I'm going to let the players "drive". I'm going to set up encounters for any direction that they go. If they stay with the refugees, then I've got a surprise for them--a neat encounter after a couple of days. They'll travel north, up through the Shaipur Ravine.

Raeze is in a small valley. To the south is the coast, which is not suitable for large ships. There are no ports in this area of Argos. They can take the coast road towards Messantia, if they wish. They'll have to travel over high hills (almost low mountains), and what they will run into this way, besides a few wandering monsters that I'm going to create, is King Milo's army. Milo does not want the plague in Messantia, and Messantia has no walls. Thus, he's got a buffer zone established between Messantia and Raeze along the coast road. Depending on the mood of the guards, refugees will be turned back or just simply slaughtered and burned (if the soldiers suspect the refugees are plague carriers).

If the PC move across the Plain of Bone and Marrow, I'm going to make this rough, not only with my random encounter chart, but with some undead. This plain is where King Milo's army engaged the remnant forces of Khalar Zym. The bodies still rot out of the plain, and now, some of them walk. Making it through the plain takes the PCs into the high hills mentioned ealier--and more adventure.

The other direction takes the PCs into the hills that separate Argos and Shem. I'm going to put cannibal hillman tribes in those hills. So, that will be a fun trip. And, on the Shem side of the border, Assuri mercenaries will be on patrol keeping the plague refugees from staggering into Shem.

The last viable route for the PCs is to go into the pass that leads to Khalar Zym's fortress, Khor Kalba. The fortress is still occupied by what's left of Zym's organization, but King Milo has left troops to guard the pass. No one gets in or out. It's been 18 months now, but Milo is hoping to starve them out.

I won't need many encounters--just enough to take us through the first game session. After we've played, I'll have an idea of where the PCs are going, and then I'll develop that direction. This way, the players have total freedom in whatever direction they go, and I won't spend a lot of time creating encounters and story that will go to waste.

I'm am setting the game about two years after the events you saw in the recent Conan movie. Khalar Zym was an Argossean warlord that ruled this part of the Kingdom. King Milo is glad to see him go, as Zym had gotten too powerful. What you see below is what I sent the players....





The town you lived in is Raeze. It lies a short distance from the rocky coast of southeastern Argos, near the border with Shem. The town grew up in the shadow of a great Acheronian ruin called Khor Kalba--an ancient fortress whose stone dates back thousands of years when this land was gripped in the dark sorcery of a long dead people. At first merely a camp for tomb robbers and those hiding from society, Raeze has grown up in the shadow of Khor Kalba to become a good sized town, bustling in trade in this rocky, border region of the Kingdom.

When Khalar Zym came to power, he took Khor Kalba as his castle, and with the wealth spread by Zym's vast and growing army, Raeze prospered. Coin exchanged hands more readily as Zym's men parted with their pay in exchange for the pleasures offered in the town. Trade became more frequent. The merchants of Raeze stocked themselves to support the vast horde of Zym's believers, and thieves in the streets never knew times as prosperous.

Eighteen months ago, Khalar Zym and his witched daughter, Marique, met their fates in the Skull Cave, within sight of Khor Kalaba. They died at the hands of a barbarian from the mystical north who had come south seeking vengeance.

Not long after Zym's fall, King Milo's forces appeared to ensure the death of any who remained of Zym's host. The two armies met on the Plain of Bone and Marrow, just outside of Raeze, but the fighting carried over to the city.

Today, Raeze is a pit of broken structures and misery. The town has been decimated. The ugly season of plague now swims through the streets.

Those with level heads say that the fate of Raeze is the natural result of war. But, there are others who whisper different explanation in the dark. Some say that evil is not longer held in check, under Zym's control. It is the the Hell's Breath, unleashed from the bowls of Khor Kalba, where the screams were heard. Others say that it is the afterbirth from Zym's excavation of dark and ancient Acheronian power, no longer held in check.

Still, even more say that it is the Retribution of Mitra, brought down upon the land by Milo's priests to cleans the place of the stench of Zym and the evil that he commanded for too long.

Whatever it is that you believe, you know that the plague is real. You have seen people die. It is time to leave Raeze, before the cough comes from your own lungs.

You've gathered everything you own. It now sits on your back. One step in front of the other, you walk, with all the other refugees abandoning the town where you have spent the majority of your life.

What lies ahead? You know not.

It is a new beginning. At least, that is what you hope.

This is where our game begins....
 
-- BATTLEFIELD ARMOR --



Because the Hyborian Age can be hell on armor, your PCs may, from time to time, want to search the battlefield for better or replaced equipment. Assume that most warriors keep their armor in good shape. But, a dead warrior obviously took a killing blow, so for any armor taken from a downed foe, reduce the armor's DR by 1d4 points as if the armor had taken a 20 point blow per the rule on page 179 of the Second Edition Conan core rulebook.

BATTLEFIELD ARMOR = REDUCE DR BY 1d4

You may want to take some liberties with this rule if you have good reason that the armor is in poor repair (ancient armor taken from undead, for example) or has really taken a lot of damage on the battlefield (as with snow giants clobbering Vanir warriors). These types of circumstances are unique, and you must make a custom decision.

Remember that a character must be trained to use the armor that he wears (the character must have the appropriate Feat). Otherwise, penalties for not having the correct Feat will be used.





DOES IT FIT?

Plate Armor has its own special rules for sizing, listed in its description on page 156 of Conan 2E. The other types of armor should be fairly easy to be used by most other people. But, there may be some slight sizing issues. Some armor will be easily adjusted. With chain, it can be a matter of the arms being too long, interfering with the use of a weapon, or the chain is too tight across the chest, not allowing the freedom of movement needed in a fight. Chain or quilted armor that needs adjustment must be done with an armorsmith. Most other types of armor can be adjusted easily by just loosening buckles or making tighter tied leather straps, and this can be done easily by anybody with some time on their hands.

A character's size is measured by adding the modifiers for his Strength, Dexterity, and Constitution attributes. Thus, a character with STR 15, DEX 12, CON 18, would have armor size +7.

SIZE = STR MOD + DEX MOD + CON MOD

To find out how well armor not fitted for a character will wear, simply subtract the higher Size from the lower Size. If the character's Size is greater than that of the armor he is about to try, the new armor will be tight and will be restrictive. If the character's Size is smaller than that of the new armor, then the armor will be loose, making it a bit awkward to wear. If the result of subtracting the two Size ratings is exactly zero, then the fit is perfect, as if it had been fitted for the character.

FIT = Larger SIZE - Smaller SIZE

FIT is always an absolute value (so drop any positive or negative signs).

For example, if the character above (that wears Size +7 armor) were to find a chain shirt on a dead body, the GM will determine the Size of the chain based on the previous wearer's stats. If the dead body had stats of STR 12, DEX 16, CON 12, then the chain would be Size +4. Since the character's size (+7) is larger than that of the chain shirt (+4), we know that the chain shirt is going to be tight on the character. And, the Fit is 3.

In order to gauge the fit of new armor, make a Fit Check. Roll 1d20 against a target number created by the Fit x 5. In this case, the Fit Check will be d20 for 15 or better. If the check succeeds, the armor is a Near Fit. If the check fails, then the armor does not fit.

ARMOR FIT = d20 for (Fit x 5) or Better

Success means Near Fit.

Failure means Does Not Fit.






NEAR FIT

Where armor is a Near Fit, reduce the maximum DEX bonus allowed by the armor by the Fit number to a maximum of +0 (as is done with Plate Armor on page 156 of Conan 2E). Once the armor is fitted, the maximum DEX bonus for that armor is returned to its normal number.

For example: Using the character above who is attempting to wear the chain shirt, where the Fit is 3, the maximum DEX bonus will be +1 (usually it's +4) until the mail is fitted for the character.





DOES NOT FIT

Armor that does not fit comes with some fairly severe penalties. First off, the character wearing such ill fitting armor is considered as if he did not have the Feat for that particular armor. For example, if the character above attempting to wear the mail shirt that does not fit him, then the character is not considered to have the Light Armor Feat when regarding this particular piece of armor. The character is subject to the normal penalties for not having the Feat (must use the Armor Check penalty on most throws).

Second, the maximum DEX bonus for the armor is reduced to +0.

Third, the character's actual DEX modifier is reduced by the Fit number with regards to defense. For example, the character in our continuing example has DEX 12. He normally has a +1 to Dodge. But with the Fit 3 penalty, his DEX modifier is considered to be -2, and as stated on page 171, a DEX penalty is applied to both Dodge and Parry AC. Thus, the character, wearing a chain shirt that does not fit, must use the -3 Armor Check penalty on most throws, and he has a -2 penalty to his defense AC.





FITTING ARMOR

When Fit = 0, the armor is considered to be fitted, and no penalty applies. With most armors, the fit penalty can be avoided by adjusting the armor's straps and catches. This just takes some time trying on the armor, adjusting, then trying the armor on again to see if the adjustments are correct. Some armors, like chain and the quilted jerkin, require alteration to the armor itself, and therefore cannot be made on the spot normally.

Armors that are easily fitted include: Leather Jerkin, Brigandine Coat, Scale Corselet, or Scale Hauberk.

Armors that require alteration to fit properly include: Breastplate, Great Helm, Mail Shirt, Mail Hauberk, Quilted Jerkin, Steel Cap, Visored Helm.





GORE

One other thing to remember is that human beings are not pleasant sights after big holes have been ripped into them. Chain mail may be easy to clean, but armors like Leather and Quilted Jerkins will soak up blood and gore and probably be made useless just from that (and most armors use at least some leather). Employ appropriate smell and CHR penalties if a player insists his character wear armor where the gore cannot be cleaned appropriately. You may even want to consider disease.

As an arbitrary measure, consider that there is a 5% or 10% chance that the armor on a dead body will not be fouled completely with gore. Be a lot more lenient with helmets. Also, consider allowing a character to use the piecemeal armor rules from the Barbaric supplements in order to piece together armor from different sources.
 
-- CONAN IN A TOGA AND SCALE --



Here's a pic of Conan in what he might wear in Argos.

He wears a toga, but you can't see the top as it is covered by his armor. Note his bare arms. You can see the skirt of the toga flap around his legs.

Around his waist, he wears a horse-hair girdle. Conan must not have much money. I'm sure the girdle does its job, keeping his weapon belt from digging into his skin and cutting off the circulation. On his left hip, you can see part of the scabbard for the war sword he carries You can tell that the weapon is war sword not only by its sheer size but also by the hilt that is long enough to accommodate two-handed swings.

His feet, although you can't see them, are covered by heavy leather boots. He's tied cloth with leather straps up to his knees to act as stockings.

On his left wrist, he sports a brass bracer. It's not very long (some cover half of the forearm), which, again, tells me that Conan, in this pic, is low on coin. But, the bracer is hard metal, on his shield hand, that offers at least some protection against incoming thrusts of an enemy's blade.

On his right wrist, he has tied up leather straps. He may use the straps for armor maintenance and the like, but it serves a dual purpose soaking up sweat on his weapon hand--a slim measure to keep his weapon hilt dry during combat.

It looks like Conan, as he is known to do, has spent the majority of his coin on his main equipment--his sword and his armor. The base price for a war sword is 150 pieces of silver, no small sum. Conan prizes his weapon over armor, so that is where the Cimmerian would spend most of his wealth.

His armor is Argossean scale. Scale corselets like this are very popular among mercenaries. They start out around 100 silver pieces.

Note that Conan doesn't even have a coin purse, unless it hangs around his neck, under his armor, or fits on his weapon belt at the small of his back. The fact that Conan doesn't have a second weapon showing--which he always has when able--tells me that he can't afford a knife or dagger (maybe he has one attached to his boot).

Methinks that what wealth he has left, he is wearing: The thick earring hanging from his right lobe, the metal band around his left bicept, and to a lesser extent, the brass bracer on his left wrist. It is these things that he will trade when he bargains for ale or a stick of beef in the taverns of Messantia.

Game-stat wise:

The War Sword does 1d12 damage and a Critical Threat on a 19 or 20. Armor Piercing = 3.

The Scale Corselet protects him to the tune of Damage Reduction = 5. Maximum DEX bonus is +3. And, his speed is reduced to 25' per round (normally 30' per round) due to the restrictions of the armor.

The brass bracer, the earring, and the arm band are worth whatever can get for them. It depends on who he is selling them to, the circumstances of the trade, and Conan's skill at bargaining.



conan_1013_by_doodlemark-d6xnsy5.jpg
 
-- DISGUISED THIEF --



The thief in this picture is totally functional and low budget.

That's a Ghanata Knife in his right hand. It's got a blade that is nearly two-feet long--commonly used by the tribesmen in the Southern Desert. His weapon wrist sports a makeshift bracer, simply made of cloth and wrapped with leather cord. This keeps sweat off his weapon hilt. But, if he needs to tie up someone, he'll shove the cloth in their mouths and bind their hands and feet with the leather cord. And, look at his waist...a grappling hook and rope. He goes barefoot in order to keep his steps silent.

You can see a leather jerkin poking out from under his clothes at his shoulder, but he wears baggy tunic and breeks. The breeks are tied at the calves with leather cord. From a distance, he looks like a generic commoner or peasant. And, that's what he wants. He wants to blend in. He wants no one to remember him.

His head is covered by a kafieh. The cloth that is normally used to keep sand out of his mouth on the desert he uses here to cover most of his face. Only his eyes can be seen.

You can't see it, but on his other hip, he has a large cloth loot bag. Now, it is folded in his weapon belt, but when it is filled, he'll pull the drawstring and swing it over his shoulder or tie it to his waist.

The most interesting thing about the thief shown below is that he is not from the southern desert lands. He's an Argossean, born and bred. Any town guard working off an eyewitness description will be searching for a Shemite that broke in and stole the goods.

GAME STATS:

Ghanata Knife does 1d8 damage and scores a Critical Threat on a natural 20. Criticals are x2 damage. Armor Piercing = 1. And, the knife can be thrown (10' increments).

Leather Jerkin has Damage Reduction 4, with maximum DEX bonus of +6. Speed is not hampered with the jerkin, so the thief moves at his base 30'.



al_gazi_the_assassin_art2.jpg
 
-- RENZO, THE MARKET THIEF --



Renzo
1st level Argossean Thief

Sex: Male
Age: 31
Height: 5'7"
Weight: 189 lbs.
Handedness: Right

STR: 13 (+1)
DEX: 15 (+2)
CON: 10
INT: 12 (+1)
WIS: 8 (-1)
CHA: 14 (+2)

HP: 4
Fate: 1
XP: 0
Speed: 40

Parry: AC 11
Dodge: AC 12

Initiative: +3
Fort: +0
Ref: +3
Will: -1

BAB: +0
Melee: +1
Finesse: +2
Ranged: +2

Code of Honor: None

LANGUAGES: Argossean (native), Shemitish, Zingaran, Stygian, Aquilonian, Kothic.

PROFECIENCY FEATS: Simple Weapon Proficiency (All), Martial Weapon Proficiency (Light and One-Handed only), Armor Proficiency (Light).

1st LEVEL FEAT: Fleet-Footed.

ABILITIES: Dispatching Blow* (Club), Trap Disarming.

*Dispatching Blow is an alternative from The Warrior's Companion. The thief takes Dispatching Blow in place of the normal Sneak Attack ability. Dispatching Blow works mechanically just like Sneak Attack, except that the extra damage with a specialized weapon is 1d10 (plus 1d10 per two Thief Levels). Non-specialized weapons do 1d6 extra damage. The Dispatching Blow cannot be used in flanks or when the thief has successfully snuck up on his target. It can only be used on the first round of combat when the thief has caught his opponent flat footed.)

36 class skill points: 2 - Bluff, 4 - Climb, 4 - Jump, 2 - Open Lock, 4 - Slight of Hand, 2 - Move Silently, 4 - Hide, 4 - Spot, 4 - Tumble, 3 - Appraise, 3 - Decipher Script

Hyborian Adaptability: Tumble, Sleight of Hand

Hyborian Background Skills: Bluff, Open Lock, Escape Artist, Move Silently

CLASS SKILLS

+6 Bluff
+5 Climb
+6 Gather Information

+5 Jump
+6 Open Lock
+8 Sleight of Hand

+6 Move Silently
+6 Hide
+1 Search

+6 Balance
+6 Use Rope
+5 Knowledge (Local/Shaipur Region of Argos)

+8 Tumble
+2 Diplomacy
+2 Disguise

+4 Escape Artist
+3 Spot
-1 Listen

-1 Sense Motive
+1 Profession (Sailor)
+2 Perform

+4 Appraise
+4 Decipher Script
+1 Disable Device

+1 Forgery
+2 Intimidate



CROSS-CLASS SKILLS

+0 Concentration
+1 Craft (Alchemy)
+2 Handle Animal

-1 Heal
+1 Knowledge (Geography)
+1 Knowledge (History)

+1 Knowledge (Religion)
+2 Ride
+1 Survival

+1 Swim


CLOTHING: Cheap leather shoes (but many times, he goes barefoot), ragged breeks (frayed just below the knees), and a homespun tunic. He does wear a maroon tebenna, which is frayed on the ends. Loincloth. Belt, and weapon belt. A single belt pouch is strapped to his belt.

Renzo does what he can to keep clean, as most Argosseans do, but often times Renzo has no place to wash. It is not unusual for him to smell, with his clothes quite dirty. But, he always cleans up his rags as best he can when he has the opportunity.



EQUIPMENT: Lacquered tree branch, cut as a club, with leather wrapped around the smaller end and a leather wrist strap. Renzo made this club himself, with the help of a smith he knows in town. The smith added metal rivets to make the branch more of a weapon. He ties the strap around his weapon belt to allow the club to hang from his waist, using a quick-pull knot.

Renzo's prized possession is a crossbow that he has stolen, and he's quite intrigued by the weapon. He's got a bolt quiver that hangs across his chest from a wide belt to where the quiver rests on his hip, making it easy to draw them quickly. The crossbow is cocked by placing a foot in the weapon's stirrup, then pulling the line back to its cocked position. Doing this often hurts Renzo's hands, and he's on the lookout for a loading lever, but those things are damn expensive. The crossbow is the nicest item Renzo has ever owned. When he's working around allies, he will prepare the crossbow, making it ready to fire, then leave it in a bazaar stall with a merchant friend. If trouble breaks out, Renzo has, as an option, the hidden crossbow, waiting for him to recover and use. The bolt quiver is small and only holds 10 bolts for the weapon.

Renzo has acquired some cheap, stiff, cowhide that has been fashioned into chest armor. Nothing about it looks fashionable at all, and anyone who sees it will recognize it as the cheapest kind of armor protection. But, the armor is stout enough to qualify as a leather jerkin. Renzo's friends, when they see him wearing the armor, know that he is working.

At this time, Renzo has no wealth in the form of coins, gems, or jewelry to speak of. In addition, Renzo, himself, has been victim to theft. Someone has stolen his set of thieves tools--tools that are very expensive and hard to come by. Renzo would very much like to find the thief who took them.


DESCRIPTION & BACKGROUND: Renzo is a street orphan who has grown up alone, fending for himself in the various towns of the Shaipur region of Argos. He has no home and sleeps where ever he can find a spot. He has become known to many merchants, and some have become his friends. They feed him or let him stay in the stable over night while he is in town. In return, Renzo will never rob these folks. In fact, he tries to target foreigners and travelers and those who bring their goods to market. Renzo's main trade is of that as a cut purse and pick pocket. He travels the cities of the Shaipur, always looking for appropriate targets. He will never take from those in dire need. Often times, he has gone hungry because of this.

Renzo has a slim build, but he looks like he's becoming a bit pudgy. He has bushy black hair and dark brown eyes. He can't grow a full beard, but he usually stubble or thin growth on his face. His mustache is quite thin. He shaves when he has the opportunity.

Suggested Play: When the PCs are in town, secretly allow Renzo to pick pocket them. If he's successful, don't draw attention to the NPC. Just let the players discover the lost equipment or wealth the next time that they reach for it. This could be hours or even days later. The players will have no idea how they lost the item.

Renzo will often follow foreigners around the Shaipur as they travel from city to city. He especially likes stalking merchant caravans this way. He won't follow them closely, though. He'll just note which road his targets took out of town, and Renzo will show up in that town a few hours later or the next day when the market opens. He'll wait around in the market until he sees his target, then go to work.

Recently, Renzo has worked out a routine with Kremm. Kremm causes a slight distraction--something just enough to get the target's attention. Sometimes, this means that Kremm engages the target in conversation. Other times, Kremm will start an argument with a close vendor within sight of the target. In game terms, Kremm's efforts distract the target of Renzo's pick pocket or cut purse attempt, giving the target a -5 penalty on his Spot check to detect Renzo's Slight of Hand attempt. Without Kremm's help, Renzo will sometimes bump into the target, excusing himself for the contact--and that is enough to distract the target (until the player catches on). Though this is a more dangerous method of Renzo plying his trade as the victims soon remember who bumped into them when items are discovered missing.

Hopefully, Renzo will be able to steal from the PCs at least twice before the players start noticing a pattern. If Renzo is ever caught, he'll flee. He's not a fighter. The character's Fleet-Footed Feat, plus his skills in Balance, Climb, and Jump, makes Renzo excellent at chases. If the PC catch Renzo, the PCs will have a grand old chase on their hands, busting through chicken coups, darting down narrow alleys between buildings, and jumping across roof tops. Remember that Renzo has been in these towns his entire life. He will know where all the quick hiding places are, making it seem as if he disappeared from the PC's grasp by magic. If in a town where Renzo has allies, some of the merchants, themselves, will help the thief elude any chasers.

The GM should play Renzo so that the character uses his full ability to elude the players. Renzo can even become a type of recurring villain (though Renzo is hardly a real villain). If caught, with no where to run, Renzo will try to use his high CHR and Bluff skill (or possibly, Diplomacy) to talk his way out of the situation. He'll even make deals to help the PCs in some way--maybe through information barter. Renzo will exchange what he knows for his life. Renzo will cry and beg and do whatever is needed to keep from being killed by the PCs (Remember the John Turturro begging scene in Miller's Crossing?). To play this correctly, the GM needs to pull out all the stops when roleplaying Renzo in order to make the PCs feel sorry for him.

Renzo, though he has made little out of himself, has spent his entire life in this region of Argos. He often travels from town to town, and he's become a good information source for those needing to know things. He can use this ability for the PCs. Renzo will bargain with it. Also, Renzo knows most of the elders in the towns. He's learned to sell them information. So, there are several ways that this character can be helpful to the party.
 
-- KREMM, THE STREET URCHIN --



Kremm
1st level Argossean Commoner

Sex: Male
Age: 17
Height: 5'9"
Weight: 174 lbs.
Handedness: Right

STR: 11
DEX: 15 (+2)
CON: 15 (+2)
INT: 13 (+1)
WIS: 8 (-1)
CHA: 13 (+1)

HP: 4
Fate: 1
XP: 0
Speed: 30

Parry: AC 10
Dodge: AC 12

Initiative: +2
Fort: +2
Ref: +2
Will: -1

BAB: +0
Melee: +0
Finesse: +2
Ranged: +2

Code of Honor: None

LANGUAGES: Argossean (native), Shemitish, Zingaran, Kush, Aquilonian, Kothic.

PROFECIENCY FEATS: Simple Weapon Proficiency (Argossean Dagger only).

The Argossean Dagger is listed in S&P, in the article The Dagger - Every Thief's Best Ally. The weapon costs 3 sp, does 1d4 damage, with a Critical Threat on 19-20/x2. Armor Piercing 1, that goes to zero if thrown more than 10 feet. Weapons HP: 2. Hardness: 10. Weight: 1 lb. It is a slashing and piercing weapon.

The Argossean Dagger is a version of the common dagger. The blade is thicker than normal for a dagger, and it is a perfect tool for cutting thick rope or sail cloth. Using this dagger grants a +1 equipment bonus to checks of the Profession skill for dockworkers, sailors, and shipwrights.

ABILITY: Can wield a whip as if it were a Martial Weapon (but the character is not proficient with the weapon).

1st LEVEL FEAT: Simple Weapon Proficiency

12 class skill points: 2 - Literacy, 4 - Forgery, 4 - Hide, 2 - Climb

Hyborian Adaptability: Hide, Forgery

Hyborian Background Skills: Open Lock, Move Silently, Tumble, Intimidate

CLASS SKILLS

+2 Climb
+1 Craft
+1 Handle Animal

+0 Jump
-1 Listen
+5 Profession (Sailor)

+0 Ride
-1 Spot
+0 Swim

+6 Use Rope
+8 Hide
+7 Forgery




CROSS-CLASS SKILLS

+1 Bluff
+5 Gather Information
+4 Open Lock

+2 Sleight of Hand
+4 Move Silently
+1 Search

+6 Balance
+5 Knowledge (Local/Argos Coast and Western Sea)
+4 Tumble

+1 Diplomacy
+2 Disguise
+2 Escape Artist

-1 Sense Motive
+1 Perform
+1 Appraise

+1 Decipher Script
+1 Disable Device
+4 Intimidate

+0 Concentration
+1 Craft (Alchemy)
+2 Handle Animal

-1 Heal
+1 Knowledge (Geography)
+1 Knowledge (History)

+1 Knowledge (Religion)
+2 Ride
+1 Survival

+1 Swim



CLOTHING: Thread-bare blouse and faded silk breeks. Sandals. Braes. Waist sash. Belt and belt pouch, plus belt satchel. Square Cloth, wrapped around head. He will sometimes use the square cloth for other things: to muffle sound or to wrap up and carry loot.

EQUIPMENT: Leather bracers that provide DR 1 piece-meal armor protection. Argossean Knife, that he took from the ship; no scabbard. He rolls it in is waist sash. Sling, with 10 small rocks for ammunition (kept in the pouch on his belt). Renzo has imparted on Kremm the necessity of flight or fighting from a distance.

Kremm carries a full set of thieving tools in the belt satchel.

He keeps a coin purse tied to a leather throng around his neck, under his blouse. Currently, he has 5 sp.



DESCRIPTION & BACKGROUND: Kremm grew up not a slave, but the son of slaves, in the coastal cities of Argos. He is of Zingaran decent, but he knows nothing of that culture. He's a born and bread Argossean. He lived his early years as a street orphan before the captain of a merchant trading vessel lured him aboard. The captain taught him to read and write and used him to forge customs and trade documents. Kremm's crewmates taught him to use simple weapons. Though in a better place than on the streets alone, Kremm grew tired of life at sea. And, the captain used Kremm as slave labor even though Kremm was not, himself, a slave.

One night in port, Kremm jumped ship and never looked back. He headed into the interior of Argos, finding his way into the Shaipur province. There, he met Renzo, and though the thief would have little to do with him at first, Kremm idolized the man. The two of them had so much in common, and Renzo had made a life for himself. Kremm realized that he would learn much from the older man. Through sheer persistence on Kremm's part, the two have become friends, from Kremm's point of view, and uneasy acquaintances, from Renzo's position. Still, Renzo has shown Kremm a few things, and the two have worked together from time to time.

Though, still, Renzo will not allow Kremm to hang around him for long.

Unknown to Renzo, Kremm stole Renzo's prized set of thieving tools, just before they met. Renzo has asked, but Kremm swears to him that the tools are ones that he's always had. Kremm spends every chance he can get practicing his skill at opening locks. It is his intention to sell his ability to those looking for a person with such experience. Renzo has told him that Kremm's plan is a good way to get himself killed.
 
-- TYPICAL RAEZE REFUGEE --



Raeze is a town of some 1800 souls. Some left before the conflict between the Messantian forces and the Rhodin--the remants of Khalar Zym's cult followers. Many townsfolk died during the fighting. And, many have died in the plague as it has raised its angry head upon the town now some eighteen months after King Milo's forces defeated the Rhodin on the Plain of Bone and Marrow.

Word has spread among the remaining populace. A group of those still healthy are leaving. Those who heed this call must meet at the Lovers (the twin trees about an hour outside of town) on the following morn. The sick are not welcome, and any that do come will be left behind.

That next morning, more than 200 showed up. Some were turned away. The rest, just families and merchants, survivors and commoners, with all their worldly wealth on their backs, set off at a slow pace away from the town. They all believed that there was safety in numbers.

If stats are needed for a generic refugee, use the below. And to it, or change it up a bit, to reflect impromptu individual NPCs the player characters meet.





Raeze Townsfolk
1st level Argossean Commoner

STR: 11
DEX: 9 (-1)
CON: 12 (+1)
INT: 10
WIS: 11
CHA: 10

HP: 3
Fate: 0
XP: 0
Speed: 30

Parry: AC 10 (AC 9 when using Improvised Weapon)
Dodge: AC 9

Initiative: -1
Fort: +1
Ref: -1
Will: +0

BAB: +0
Melee: +0 base / -4 with Improvised Weapon: 1d4 or 1d6, AP-
Finesse: -1
Ranged: -1

LANGUAGES: Argossean (native) This character is illiterate.

1st LEVEL FEAT: Skill Focus (for Craft or Handle Animal)
BONUS FEAT: Skill Focus (Profession)

SKILLS

+7 Craft (or Handle Animal)
+4 Knowledge (Local/Town of Raeze)
+2 Perform

+7 Profession
+2 Survival

+0 Listen
+0 Spot



EQUIPMENT: Improvised Weapon that does 1d4 or 1d6 damage. AP -. And improvised weapon can be anything from a stick to a gardening hoe. NPC has simple clothing and appropriate clothes and equipment for their trade. Some NPC, for variety, can use knives or daggers, even a real Simple weapon, if the need ever arises.

The stats above represent the fighting men. Women, the elderly, and children will be weaker, but note that Mablo would not allow any children or older Raeze residents who would slow the procession down. All the refugees are able bodied with a minimum Speed 20 (due to carrying their property).









The mob of refugees are led by Mablo, formerly the Raeze wood merchant who also owned the only warehouses in town. His business has been completely ransacked and destroyed in the wake of the troubles in Raeze. It is he who will speak for the group, fire them up, and lead them away from the dying town.

Mablo Riconti
3rd level Commoner/1st level Scholar

Race: Argossean
Sex: Male
Age: 44
Height: 5'7"
Weight: 201 lbs.
Handedness: Right

STR: 11
DEX: 10
CON: 11
INT: 13 (+1)
WIS: 13 (+1)
CHA: 14 (+2)

HP: 10
Fate: 0
XP: 6,001
Speed: 30

Parry: AC 11
Dodge: AC 11

Initiative: +1
Fort: +1
Ref: +1
Will: +4

BAB: +1
Melee: +1 (+1 Dagger, 1d4, 19-20/x2, AP-
Finesse: +1
Ranged: +1

LANGUAGES: Argossean (native), Shemitish.

FEATS: Negotiator, Knowledgeable, Diligent, Persuasive.

ABILITIES: Scholar Background (Independent), Knowledge Is Power.



SKILLS

+10 Appraise
+9 Bluff
+3 Decipher Script

+9 Diplomacy
+7 Gather Information
+4 Intimidate

+8 Knowledge (Local/Raeze and surrounding area)
+8 Knowledge (Rumors)
+10 Sense Motive

+1 Listen
+1 Spot



DESCRIPTION: Mablo has an ox pulled two-wheeled cart containing his most valuable belongings from his home, worth a base price of 126 sp. The cart also contains food, blankets, and other necessities. This is the only cart in the Refugee procession. Mablo rides the cart while all others walk. (Mablo's wife was killed during the fighting around Raeze.) Speed for the cart and ox is 2 miles per hour or 16 miles per day on a road.

The movement rate for the entire refugee group will be Speed 20.

Mablo carries a silver plated dagger, and he wears clothes worthy of a merchant of his stature (x10 to x15 base price).

Mablo employs the only fighting men in the entire group: Verrick, Rossi, and Nunzio. See below.



MABLO, THE MERCHANT OF RAEZE

Chow-002-JakkaS.jpg
 
-- VERRICK, ROSSI, and NUNZIO - HIREDSWORDS THREE --



Mablo has hired three swords to protect him on the journey leaving Raze. None of the three knew each other before this employment, and the three were hired at various times. Verrick is a tall, muscled man, and a true seasoned warrior. He's a survivor, and his heart is that of a true mercenary. His morality swings with the weight of coin paid him. Verrick doesn't like this current job. Although it's easy, he thinks it is beneath him. Mablo can trust him to a point, but if ever there is a way Verrick can see to abscond with the valuables in Mabo's cart without anyone knowing to damage his reputation, believe that Verrick will stick Mablo like a pig and never think twice about it. As it is, Verrick has just recently come into Mablo's employ, the last of the hiredswords recruited by the merchant. Easily, Verrick has become the defacto leader among the three hired swords, and Mablo treats him as such, referring orders and requests to Verrick first, who then supervises the other two.

Upon balking at the price to join the refugees: Verrick pulls his broadsword half way from its scabbard, exposing the top half of the blade, "You see that? That's steel. That's what is going to keep you safe on the road ahead. You think this is all the people to leave Raeze? I'll tell you boy, there's a lot of desperate people out there--people who would just as soon carve the skin from your bones just to get a drink of water." He slams the broadsword home back into its sheath. "And, I'll tell ya, boy. There's a lot of thirsty people out there--many of them thirsty for more than water. Now, is your miserable life worth a silver or two? If not, hit the road and try it alone, because you can't afford to walk with us."





Verrick
2nd level Soldier / 2nd level Borderer

Race: Argossean
Sex: Male
Age: 34
Height: 6'3"
Weight: 221 lbs.
Handedness: Right

STR: 14 (+2)
DEX: 12 (+1)
CON: 12 (+1)
INT: 10
WIS: 13 (+1)
CHA: 10

HP: 26
Fate: 1
XP: 6,001
Speed: 30

Parry: AC 15
Dodge: AC 13

Initiative: +3
Fort: +6
Ref: +3
Will: +0

BAB: +4
Melee: +6
Finesse: +5
Ranged: +5

Broadsword: +6, 1d10+2, 19-20/x2, AP 6
Shortsword: +6, 1d8+1, 19-20/x2, AP 2
DR: 5


Code of Honor: None

LANGUAGES: Argossean (native), Shemitish, Zingaran.

FEATS: Cleave, Mounted Combat, Parry, Power Attack, Spirited Charge, Track, Two-Weapon Defense, Two-weapon Combat.

ABILITY: Favored Terrain (Shaipur Province of Argos)

SKILLS

+1 Listen
+5 Spot
+5 Heal

+4 Intimidate
+2 Knowledge (Geography)
+2 Knowledge (Local/Shaipur Province of Argos)

+6 Knowledge (Warfare)
+4 Ride
+5 Survival



POSSESSIONS: Broadsword, shortsword, poinard, mail shirt, horse. 15 sp. Verrick will often scout ahead or to the flanks on his horse.

Mablo has promised Verrick a wage of 2 sp per day on top of the 10 sp paid as a down payment.

Nunzio and Rossi are paid 1 sp per day with a 5 sp down payment each.







Rossi
2nd level Borderer

Race: Argossean
Sex: Male
Age: 30
Height: 5'9"
Weight: 188 lbs.
Handedness: Right

STR: 13 (+1)
DEX: 13 (+1)
CON: 11
INT: 10
WIS: 9 (-1)
CHA: 10

HP: 11
Fate: 0
XP: 1,001
Speed: 30

Parry: AC 12 (AC 15 with Targe)
Dodge: AC 12

Initiative: +4
Fort: +3
Ref: +4
Will: +0

BAB: +2
Melee: +3
Finesse: +3
Ranged: +3

Battleaxe: +3, 1d10+1, 20/x3, AP 5
DR: 4


Code of Honor: None

LANGUAGES: Argossean (native), Shemitish.

FEATS: Point Blank Shot, Stealthy, Track, Two-Weapon Defense, Two-Weapon Combat.

ABILITY: Favored Terrain (Shaipur Province of Argos)

SKILLS

+3 Listen
+5 Spot
+3 Handle Animal

+5 Hide
+2 Knowledge (Local/Shaipur Province of Argos)
+5 Move Silently

+5 Ride
+3 Survival



POSSESSIONS: Simple clothing, leather jerkin, battleaxe, water costrel, targe, hand axe, dagger. 13 sp.








Nunzio
2nd level Soldier

Race: Argossean
Sex: Male
Age: 29
Height: 5'10"
Weight: 174 lbs.
Handedness: Right

STR: 13 (+1)
DEX: 10
CON: 12 (+1)
INT: 10
WIS: 11
CHA: 10

HP: 13
Fate: 0
XP: 1,001
Speed: 30

Parry: AC 13 (AC 16 with targe)
Dodge: AC 11

Initiative: +0
Fort: +4
Ref: +0
Will: +0

BAB: +2
Melee: +4
Finesse: +2
Ranged: +2

Shortsword: +4, 1d8+1, 19-20/x2, AP 2
DR: 3


Code of Honor: None

LANGUAGES: Argossean (native).

FEATS: Weapon Focus (Shortsword), Parry.

SKILLS

+0 Listen
+0 Spot
+6 Gather Information

+2 Intimidate
+4 Knowledge (Local/Raeze)
+2 Knowledge (warfare)

+6 Search
+4 Sense Motive



POSSESSIONS: Nunzio has been with Mablo the longest, and he serves as the merchant's personal body guard. Nunzio is paid 1 sp per day, like Rossi, but unknown to either Rossi or Verrick, Mablo will kick back bonuses and privileges to Nunzio to ensure the guard's loyalty.

Simple clothing, quilted jerkin, shortsword, water costrel, targe, dagger. 14 sp.
 
-- ARNO RIZZ, aka Clink --



Arno Rizz
1st level Argossean Thief

Sex: Male
Age: 28
Height: 5'10"
Weight: 168 lbs.
Handedness: Right

STR: 11
DEX: 16 (+3)
CON: 16 (+3)
INT: 14 (+2)
WIS: 8 (-1)
CHA: 11

HP: 11
Fate: 1 (or 4 if PC)
XP: 0
Speed: 30

Parry: AC 10
Dodge: AC 13

Initiative: +5
Fort: +3
Ref: +5
Will: -1

BAB: +0
Melee: +0
Finesse: +3
Ranged: +3

Code of Honor: None

LANGUAGES: Argossean (native), Shemitish, Zingaran, Kothic.

PROFECIENCY FEATS: Simple Weapon Proficiency (All), Martial Weapon Proficiency (Light and One-Handed only), Armor Proficiency (Light).

1st LEVEL FEAT: Skill Focus (Open Lock).

ABILITIES: Sneak Attack (Poinard), Trap Disarming.

44 skill points: 2 - Open Lock, 2 - Disable Device, 2 - Appraise, 2 - Search, 4 - Hide, 4 - Move Silently, 2 - Gather Information, 4 -Tumble, 4 - Slight of Hand, 4 - Bluff, 4 - Climb, 4 - Jump, 2 - Balance, 4 - Escape Artist)

Hyborian Adaptability: Open Lock, Disable Device

Hyborian Background Skills: Open Lock, Disable Device, Appraise, Search

CLASS SKILLS

+8 Disable Device (+10 with tools)
+7 Hide
-1 Listen

+7 Move Silently
+12 Open Lock (+14 with tools)
+6 Search

+6 Appraise
+9 Balance
+4 Bluff

+4 Climb
+2 Decipher Script
+7 Escape Artist

+6 Gather Information
+0 Intimidate
+4 Jump

-1 Spot
-1 Sense Motive
+7 Slight of Hand

+7 Tumble
+7 Use Rope
+2 Craft (Herbalism)

+0 Diplomacy
+0 Disguise
+2 Forgery

+2 Knowledge (Arcana)
+6 Knowledge (Local)
+0 Knowledge (Nobility)

+0 Knowledge (Rumors)
+0 Perform
+3 Profession (Sailor)



CROSS-CLASS SKILLS

+0 Concentration
+2 Craft (Alchemy)
+0 Handle Animal

-1 Heal
+2 Knowledge (Geography)
+2 Knowledge (History)

+2 Knowledge (Religion)
+3 Ride
-1 Survival

+0 Swim





NOTES It's always good to have a spare character or two around, ready to go. I created this one quickly, using just the generic equipment choices from page 78 of 2E Conan. I've got a player who cannot commit to every game (and I'm the type of Ref that insists that every player show up--at least the main characters to the story--every game session, or nobody plays), so I created Arno with him in mind. The main players in the game are playing thieves, so I knew I'd create at least one extra thief. And, I specialized Arno in opening locks and disabling devices (thus, when you get to know Arno, people call him "Clink"). If the PCs need such a specialized NPC, the word that they will hear will be Arno. I can use him as a quick NPC.

If a player picks up and plays Arno, then I'll allow some small amount of changes and customization, if the player requests. Much depends on how much about Arno has been established in the game before-hand.

Equipment: I'm using the second generic equipment kit for thieves, which is... Master work thieves' tools, poinard, cloak, hood, doublet, breeches, work boots, hose, shirt and braes, costrel, belt, belt pouch, and kit bag. 4 sp.
 
-- EIDORAN --



If you have the RUINS OF HYBORIA supplement, then you might notice an entry on page 28 that bespeaks of a ruin in Argos named Eidoran where followers of Mitra guard demons that have been cast in stone.

If you want to learn more about this place, read (now out of print) Marvel graphic novel from 1989 called, CONAN THE BARBARIAN in THE SKULL OF SET.
 
-- FLEA --



Flea is a beggar in the Argossean town of Raze. This poor wretch suffers from a horrible disfigurement. Sometime in the past, it looks as if someone put a torch into the center of Fea's face. He's totally blind. His nose is mostly gone, along with his upper lip. The direct center of his face is nothing but hard scar tissue, twisted into a skull-like scowl. Nobody really knows what happened to Flea. He just appeared one day in town. When he hears someone pass, he'll stick out his arm energetically, begging for whatever people will throw at him. It sounds like he's saying, "Fleas, fleas," but that's just the way he sounds with no upper lip. With that lips and the slobber streaming lines down his chin, he's trying to say, "Please, please," in order to get food or money or help. This is how he got his name--not by the number of fleas crawling over him (as well as lice)--because he can't vocalize a "p" to say please.

Flea is very skinny. If you catch a look at him not wearing a tunic, you'll see his ribs showing under his skin. Sometimes, his stomach is bloated, not from too much to eat, but from malnourishment.

It's a cruel time in which we live. Flea survives totally on the generosity of others, and that generosity is far from consistent. A citizen handing Flea a chicken leg or a couple of coppers is just as likely to be seen as the city street urchins having fun by urinating on him.

I've provided no stats for Flea. He's an NPC mean strictly for atmosphere and roleplaying. I think it will be interesting to see how the players react to this poor victim of the Hyborian Age.

Flea can be but a moment of description in a game or blown up into a recurring NPC. Wouldn't it be interesting if the PCs, while arriving at a new town, see Flea--that he's gotten there ahead of them? Let the players ponder that. Or, how will the players react to seeing Flea being rolled by a Soldier who is shaking the poor wretch for a few extra coins to use in buying another mug of ale?

I plan on using Flea as the very first encounter in my new campaign. All the PCs are 1st level, and thus, they all start with very little coin. Per the book, they're all getting 2d6 -2 silvers. Needless to say, their funds will be very, very limited. As the game starts, one the PCs will be walking down a narrow street in Raze, when he is startled a bit with this hand that jerks out of the darkness of a cubbyhole between the buildings. Groping for him, the PC will hear, almost a whisper, "Feas, fleas".

If the PC gets nearer, I'll describe Fea's face--how he has no eyes, no nose, no upper lip, and his face is a twisted mash of burned scar tissue.

Will the PC part with one or a few of the few coins he has in his pocket?

I think it will be interesting to see.

No matter how the PC treats Flea, there are two scoundrels (the NPCs Gem and Mellot) who have staked out poor Flea. If anybody gives the poor creature money, these two step from around the corner of the crossing street and shake down Fea's benefactor (before taking anything given to Flea). These two think that they're real smart--finding a way to secure income for the day.

Flea will never be involved in combat. A child could kill him. In fact, if any type of DEX check is needed for the NPC, the GM should apply a penalty for Flea's sightless eyes. I'd say, give him a standard DEX 5 (which makes him AC 7), then give him a use the standard blindness penalties on top of that. Flea will have 1d4 hit points (roll it).

When portraying Flea, I'm going to play him as if he's gone a little insane from the years he's spent (and miraculously survived). He's like someone who has been kept in a closet for years: a prisoner, abused, thrown slop for dinner, starved, beaten, except his "closet" is the world. A world of darkness. It is a miracle, indeed, that he has survived.

And, because he has beaten the odds on survival during the Hyborian Age, I suggest that the GM give him 1d6 Fate Points, with a minimum of 4.
 
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